The Street Fighter is a combo slinging monk tradition for Dungeons & Dragons fifth edition.
Rockin’ the retro!
The archetype includes four abilities: Combo, Round Two, Ki Blast, and Signature Move. Let’s break those down:
The book includes a phone-optimized PDF, for ease of use at the table.
Combo
Combo lets you string unarmed strikes and monk weapon attacks together, turning them even more deadly. The downside is that there are very few ranges attacks that work with this ability, so you’re going to need to get in close and personal to get the most from this ability.
Round Two
Round Two gives you a chance to jump back into the action quickly, with the disadvantage that you’ll be stunned just before gaining the full benefits of this ability. If you can survive that one round without taking damage, then you’ll get your chance to turn the tables.
Ki Blast
Hadouken! Smash your opponents from a distance and string this together with your melee attacks for powerful combos. Of course, you’ll need to tap into your ki to do so, but the added versatility is worth paying for.
Signature Move
Build your own moves from a list of options, which you choose when you gain this ability. Go in close or take another ranged option, then tweak the damage type to fit your character’s concept.
The Street Fighter is a unique take on the monk that leverages the key features of the class to create a close combat combo combatant that’s a lot of fun at the table.
We’re busy putting the finishing touches on our first Undersea Sourcebook (that’s a big reveal), which will be a player’s guide to undersea adventures in Dungeons & Dragonsfifth edition (that’s two big reveals). The guide features loads of races, each with a list of names like in the Races chapter of the Player’s Handbook. Here are a few undersea fantasy names, to help you name your next underwater character.
Photo credit: Nsey Benajah
Merfolk Names
Merfolk parents choose names for their children that reflect the nature of the sea, invoke images of the ocean, or signify freedom or purpose. Merfolk also have a tribal name, which they’ll use when dealing with merfolk from another tribe. Merfolk rarely use their tribal name around other races, and then only if they have significant reason to do so. Even among friends, merfolk regard mentioning their tribal name as an unnecessary vanity.
Naiads choose their own names when they come of age, and prefer names that are lyrical in nature. They have no clan or family names, though they may name themselves after the body of water they have recently bonded with, such as Khev of Dessarin and Loreley of Lac Dinneshere.
Selkies often adopt names similar to those of the people who live near to their colonies. As such, selkie names vary greatly from region to region, though they almost always prefer shorter names. Selkies have no clan or family names, and may refer to the region their family inhabits when introducing themselves, such as Runn of Boatscrape Cove, from Waterdeep.
If you’re looking for more ideas for you own undersea fantasy names, I found loads of inspiration on fantasynamegenerators.com. Start there, find a name you like, then change it to suit your needs. Look for shorter, easier to pronounce names, since those are more memorable and far easier to use while roleplaying.
Since pirates took over, I haven’t been allowed to blog much, but I managed to sneak this barbarian archetype past those black-hearted scoundrels. This archetype is compatible with the 5th edition SRD. If you like it, give it a play and let us know what you think in the comments below.
The line between bravery and stupidity may seem razor-thin to some, but to barbarians of the Path of the Slayer, bravado is a powerful tool for destroying even the most deadly monsters.
You may choose this primal path at 3rd level instead of another primal path, and gain its features at 3rd, 6th, 10th, and 14th level.
Fearless
At 3rd level when you choose this path, you become immune to fear and cannot be frightened.
Bravado
At 3rd level, while raging, if you are adjacent to an enemy that is larger than you and not adjacent to any of your allies, you gain a 1d6 Bravado die at the end of your turn. You may spend your Bravado die in the following ways:
Dodge. As a reaction, you can spend your Bravado die to roll it and add it to a saving throw.
Parry. You can, as a reaction, spend your Bravado die to roll it and add it to your armor class against one attack.
Dig Deep. You dig deep into your strength reserves and, as an action, spend up to two Bravado die. You heal hit points equal to the roll of the die.
Slaying Strike. You can spend any number of Bravado die before you make a melee attack roll. If you hit your target, roll the Bravado die and add it to your weapon’s damage roll.
You lose any unused Bravado die when your rage ends.
Your Bravado die changes when you reach certain levels in this barbarian primal path. The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
Belly Ripper
Starting at 6th level, when a creature at least two sizes larger than you attempts to hit you with a bite attack, you can, as a reaction, make a Dexterity saving throw. The DC for this saving throw depends on the creature’s CR, as given in the table below.
If you succeed at this saving throw, you jump through the creature’s jaws and down its gullet. On your following turns, while inside the creature, all your attacks have advantage and any hits are treated as critical hits. You gain Bravado dice and may spend them while inside the creature, even if you are not raging.
If you fail at the saving throw, and the creature successfully hits you with its bite attack, it automatically scores a critical hit against you, regardless of the number shown on the die.
While inside the creature, you cannot avoid any breath attacks it makes and you cannot breathe. If the creature is destroyed, you are able to cut yourself free on the following turn as an action. Creatures without a discernible mouth, such as most oozes, are immune to this ability.
Belly Ripper
CR Dexterity saving throw DC
0–3: 13
4: 14
5–7: 15
8–10: 16
11–12: 17
13–16: 18
17–20: 19
21–23: 20
24–26: 21
27–29: 22
30: 23
Slayer’s Armor
Beginning at 10th level, you gain proficiency with heavy armor and can rage while wearing heavy armor.
Goad
Starting at 14th level, when a Large or larger creature within 5 feet of you makes a melee weapon attack, you can use your reaction to make a melee weapon attack against that creature. If your attack hits, the creature’s next melee weapon attack is with disadvantage.
We’ve got four Christmas stocking fillers for the players and GM in your life this festive season.
Aurora’s Whole Realms Summer Catalogue
For D&Dfifth edition, Aurora’s Whole Realms Summer Catalogue is a fresh take on Aurora’s Emporium, which some of you might remember from AD&D. The book’s 50 pages include loads of interesting, flavourful, summer-themed items that won’t break your game. And yes, we know it’s probably winter where you are, but here in Africa we’re melting.
Griffins – A Field Guide (D&D)
We’ve also got Griffins – A Field Guide, which offers 6 subspecies of griffin, a new paladin archetype, and rules for griffin animal companions and familiars. The book is beautifully illustrated throughout and would make a stunning player aid for a party of griffin riders. The book is $2 off until Christmas.
Tentacles of the Deep
Tentacles of the Deep is a PWYW title with statistics for tentacles that act as individual monsters but are connected to a larger creature deep below the ocean’s surface. Grab it free, and if you like it, you can always leave a tip in the tip jar, or a review.
Steampunk Musha: Races of Rosuto-Shima
Lastly, for Pathfinder this time, and not from us but from our friends at Fat Goblin Games, is Steampunk Musha: The Races of Rosuto-Shima. The book introduces several East Asian inspired races, such as the tanuki, pandajin, jinteki oni, and kappa, as well as steampunk inspired races such as the clockwork ronin.
These Christmas stocking fillers are a great way to show your appreciation for a year of great gaming.
We’ll be back next week with more exciting content, but if we miss you, have a Merry Christmas and a happy New Year!
Social classes and RPG classes are two very different things, but when they start to mix things can get really sticky very quickly. Just look at the barbarian in Dungeons & Dragons or Pathfinder. Almost always represented as a class for tribal berzerkers, the class could just as easily be used to build an urban gladiator. Take it a step further: the berzerker could be the king of a tribe or a landless peasant.
Photo by Lou Levit
Why’s this important? Social classes were an important aspect of the medieval age, and navigating social classes can make for interesting interactions at the table.
RPG Classes are Jobs
Think about RPG classes as jobs. As a first level fighter, you have some on-the-job training, and are on the path to learning more, through leveling. When you multi-class, you’re effectively learning two jobs.
Most RPGs I’ve played blur the lines here, and as you level you also rise in status. Effectively, the social class you’re born into has very little impact on a character unless the GM is using a specific system to represent it.
And Social Classes?
Each social class contains a number of jobs, similar to how you could be a cat burglar rogue, a bandit rogue, or an assassin rogue. Could you be a level 1 noble or a level 7 peasant?
The hierarchy of European feudal society goes something like this:
The Church
The Monarchy
Nobles and Barons
Knights
Tradesmen
Peasants
We can simplify this into three groups that are representative of the largest portion of the population:
Those who prayed – the clergy.
Those who fought – the knights.
Those who worked – the peasantry.
Here’s my first attempt at defining each of these as RPG classes, compatible with the fifth edition SRD:
Clergy Class
As a member of the clergy, you gain the following class features.
Hit Points
Hit Dice: 1d8 per clergy level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (5) + your Constitution modifier per clergy level after 1st
Proficiencies
Armor: Light armor Weapons: Simple weapons Tools: Brewer’s supplies, calligrapher’s supplies, cartographer’s tools, or clerical supplies Saving Throws: Wisdom, Charisma Skills: Choose three from History, Investigation, Insight, Medicine, Persuasion, Religion, and Literacy (yip, Literacy is now a skill)
Knight Class
As a knight, you gain the following class features.
Hit Points
Hit Dice: 1d10 per knight level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (6) + your Constitution modifier per knight level after 1st
Proficiencies
Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Medicine, Perception, Religion, Stealth, and Survival
Peasant Class
As a peasant, you gain the following class features.
Hit Points
Hit Dice: 1d8 per peasant level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (5) + your Constitution modifier per peasant level after 1st
The clergy class is quite similar to the cleric and the knight to the paladin, for obvious reasons. I figured the clergy would have a d8 Hit Die, representing their better living conditions. Peasants get a d8 for being hardy, but a d6 Hit Die could also make a lot of sense.
We’ve got a bunch of books in the works, but I wanted to take a moment to give you a sneak peek at three new 5e character option previews for your D&D game. The first two are from my forthcoming Manual of Masks for the DMs Guild, and the third option is for our third Choose Your Destiny book.
Here’s an exclusive preview of the forthcoming Manual of Masks cover.
New Pact Boon
Masks have a mysterious, otherworldly nature, which certainly inspired this first one. There’s a pinch of inspiration from The Mask comics and movies too.
At 3rd level, when your otherworldly patron bestows a gift upon you, you may instead select the Pact of the Mask instead of the three pact boons given in the Player’s Handbook.
Pact of the Mask
Your patron inspires you to create a mask representing your patron. While wearing this mask you have disadvantage on Persuasion (Charisma) ability checks, but have advantage on Intimidation (Charisma) ability checks. In addition, during a short or long rest, you can imbue the mask with the power of your patron… [More in the playtest version]
New Arcane Tradition
The basic concept of the mask mage is a wizard that imbues masks with spells. Imagine reaching into your coat to bring out a different mask for each challenge you face and you’ll have some idea what this one’s about.
Mask Mage
Searching for a way to extend the life of their spells, an obscure order of mages perfected the art of imbuing masks with magical energies. As a student of their legacy, you are able to use the power in these masks to become a fearsome entity on the battlefield or to doll out powerful masks to your allies to enhance and protect them against enemies.
Mask Magic
Beginning when you select this arcane tradition at 2nd level, you learn to craft and imbue masks with your spells. When you prepare your spells, you can cast some of them into these specially prepared masks… [More in the playtest version]
Path of the Lone Wolf
The last of our 5e character option previews is inspired by good old Conan and designed to fill the needs of solo players in our Choose Your Destiny campaign.
Some barbarians value self-sufficiency and personal endeavor over all else — for the warrior who can stand alone is a much stronger defender of the tribe. The Path of the Lone Wolf is an often lonely path to greater glory, lined with the bodies of one’s enemies. As a follower of this path, you trust in your weapon and wit to see you through any trial.
At 3rd level, you may select the Path of the Lone Wolf instead of other primal paths.
Undying Will
Starting when you choose this path at 3rd level, when you enter a rage you regain hit points equal to your proficiency bonus. From 11th level, when you would drop to 1 hit point because of your Relentless Rage ability, you instead drop to 1d4 + your proficiency bonus.
[More in the playtest version]
You can get the playtest versions of all these options and more by supporting us on Patreon at the Flaming Backer tier. Additionally, if you provide us with playtesting feedback, we’ll put your name in the book’s credits. Playtest packages go out tomorrow, so jump aboard now if you want them.
I hope you enjoyed these 5e character option previews. Till next time, play good games!
How was 2017?
Even if you didn’t achieve everything you set out to do, don’t lose heart. These last few days of 2017 have taught me that success in anything is about chipping away until you achieve your goal.
One day you’ll get there, or, as the Dead Man Fall song Bang Your Drum goes, “keep banging on your drum, and your day will come.”
Rising Phoenix Games was born on New Year’s Eve, 2010. This year, 2017, saw us cranking up the heat, and publishing more titles than ever before. The plan is to burn hotter in 2018, and we’ve got some great things planned.
Your RPG Resolutions for Better Adventures
I asked Twitter friends for their New Year’s RPG Resolutions. Here are some of the answers I got.
I plan on developing an origions setting for world of Braxia with Saurians
If you’re a GM, then you’ll probably have similar goals.
For players, your goals might be to play you character better, or to contribute more to the fun at the table. If so, I recommend the excellent Player’s Companion, just released on the DM’s Guild.
The Player’s Companion Will Help You Achieve Your RPG ResolutionsA Ton of Player Options
Besides a ton of character options, the book provides excellent advice on playing your character, and on combat tactics. Included in the Better Gaming chapter is a section on action economy, which I’d never considered before but made a huge impact on how I play.
Excellent Advice — Up Your Game in 2018
So, what are your RPG Resolutions for 2018? Share yours in the comments below — making your intentions public is a great first step to achieving them.
The Stone of Ashirai—said to contain power over life itself—is rumored to lie within the tomb of the goddess Ashirai, the Death Queen. Can you be the first to reach her tomb, find the stone, and survive to tell the tale?
Character Class: Cleric or Fighter Character Level: 1st Play Mode: Solo / 1-on-1 System: fifth edition fantasy Setting: Scarthey, the University of the Arcane
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What a month.
I’ve got this personal vendetta against distraction, but March had me against the ropes.
Getting sick is no fun, but I did learn a lot from it.
For one, working in the games industry means I get to help others relax, have fun, and spend time with friends. March showed me just how important that can be — there were some bleak moments when escaping into game and time with gaming friends was very uplifting.
Secondly, I recommitted myself to the three pillars of my work:
Coding
Game design
Writing
Eventually I’d like to be doing what I do for the tabletop for online games. The coding side has been something I haven’t given proper time to of late, but you can expect some interesting things from me in the future.
New Products — Contagion’s Kiss
“O true apothecary, thy drugs are quick. Thus with a kiss I die.” — Romeo, in Romeo and Juliet, by William Shakespeare
When the city’s water supply is threatened by extortionists, the heroes are called on to infiltrate the fortress of a powerful outsider. Can they get in, get even, and get out, before it’s too late?
Contagion’s Kiss is an adventure for a party of 4th level characters. It can be used in any fantasy city or town where wells or cisterns are the main source of water. The Pathfinder Roleplaying Game GameMastery Guide and Pathfinder Roleplaying Game Bestiary are required for play. This adventure includes creatures detailed in Chilling Curiosities — A Field Guide.
This adventure includes a full scale, printable poster sized map of the adventure.
We’ve been hard at work on a number of products. Here they are, in no particular order:
Today I handed over the final draft to Bob Greyvenstein for layout for our new setting, Scarthey, which our Field Guides are a part of. More on this soon.
Also for Scarthey we’ve got a bunch of adventures in the works, from both new and experienced writers. I’ll talk about that, too, soon.
We received the final draft for a new, fast paced modern spec ops game by Basil Koufos, designer of Might. We’re very excited to be publishing his latest creation and absolutely love the system and all that it stands for.
The Nightscape RPG for the Nightscape Series and Imperiad Entertainment is off to a good start. We’ve defined much of the core mechanics and have some interesting things we’re looking forward to trying.
Steampunk Musha rolls on with a number of books in and out of editing. As the line editor I’ve been learning a lot from the talented individuals who make up the team at Fat Goblin Games — they’ve got some great stuff in the works.
I did some editing work for best selling Dungeon Master’s Guild author M.T. Black. If you’re a Dungeons and Dragons fan then check out his great collection of adventures, such as the Complete Adventures of M.T. Black Vol. I.
So all in all, a great month.
March 21st
On a more sombre note, March 21st is Human Rights Day in South Africa, a day of remembrance for the Sharpeville Massacre of 1960 and the suffering caused during the Apartheid era.
To me, the most important thing is remembering that we all share this planet. We all have a right to life, dignity, and respect. Let us all strive for mutual understanding — therein lies peace and happiness for all.